How virtual reality grew as a computing and media story, from theme-park rides and films to location-based venues and the graphics hardware behind them.
A history of educational experiments with immersive displays, from flight and vehicle simulators to museum and school pilot projects, and what is known about results.
How headset technology built for entertainment was adapted for medical training and clinical research, told as a history of crossover rather than medical advice.
A history of early research on virtual environments in psychology and rehabilitation, from 1990s anxiety studies to burn-pain distraction. History only, not advice.